Page 1 of 1

Commercial Pocket PC games made in .NET?

PostPosted: Jan 3, 2004 @ 11:05pm
by wyrd

PostPosted: Jan 4, 2004 @ 7:12am
by sponge

PostPosted: Jan 5, 2004 @ 8:09pm
by wyrd

PostPosted: Jan 6, 2004 @ 12:54am
by Dan East

PostPosted: Jan 6, 2004 @ 1:23am
by wyrd

PostPosted: Jan 6, 2004 @ 11:58am
by Jim

PostPosted: Jan 6, 2004 @ 7:45pm
by wyrd

PostPosted: Jan 7, 2004 @ 12:37am
by Mr X
It depends on the type of game you are trying to write. I got a large part of the way into writing a beat-em-up type game that ran at 30+ fpm with full screen graphics, sound, music and ai. However a 3d type game wouldn't be much fun at all.

I have found C# to be about 10-20% slower than c++ on the ppc. However it is about 3* as fast to develop in (more so for me because I am not teribly good in c++).

I have a few game ideas that should be quite possible to do successfully in .net on the ppc.

Re cross platform stuff, appforge are doing a converter for vb.net to run on smartphones etc. What performance is like is another question. However it is nowhere near as portable as well writen c/c++.

There are other issues as well, download size for one.

it is ceratinly vastly better than evb!


Personally, I am hedging my bets, working on my c++ skill with yeti, upgrading my windows shareware in delphi, using c# in my day job and waiting to see what appforges new product is like.

Sean

PostPosted: Jan 7, 2004 @ 12:50am
by wyrd
I'm curious, what graphics API did you use for your game? I find it hard to believe that what the System.Drawing namespace provides is only 10-20% slower than a C++ app that uses GAPI.

PostPosted: Jan 7, 2004 @ 5:08am
by Mr X

PostPosted: Jan 7, 2004 @ 5:54am
by wyrd
Ahh okay. That makes sense. I didn't even notice your name either, silly me. :)